Render healthbars / target lines / minefield grids *above* shroud.

This commit is contained in:
Paul Chote
2010-11-26 13:04:53 +13:00
parent 8565b7be0c
commit 06ed722b7a

View File

@@ -107,11 +107,6 @@ namespace OpenRA.Graphics
foreach (var t in a.TraitsImplementing<IPostRender>()) foreach (var t in a.TraitsImplementing<IPostRender>())
t.RenderAfterWorld(this, a); t.RenderAfterWorld(this, a);
foreach (var a in world.Selection.Actors)
if (!a.Destroyed)
foreach (var t in a.TraitsImplementing<IPostRenderSelection>())
t.RenderAfterWorld(this, a);
if (world.OrderGenerator != null) if (world.OrderGenerator != null)
world.OrderGenerator.RenderAfterWorld(this, world); world.OrderGenerator.RenderAfterWorld(this, world);
@@ -119,6 +114,13 @@ namespace OpenRA.Graphics
world.LocalPlayer.Shroud.Draw( this ); world.LocalPlayer.Shroud.Draw( this );
Game.Renderer.DisableScissor(); Game.Renderer.DisableScissor();
foreach (var a in world.Selection.Actors)
if (!a.Destroyed)
foreach (var t in a.TraitsImplementing<IPostRenderSelection>())
t.RenderAfterWorld(this, a);
Game.Renderer.Flush();
} }
void DrawBox(RectangleF r, Color color) void DrawBox(RectangleF r, Color color)